QUOTE (MARVEN @ 26 Nov 2016, 18:05)
1. Would there be considerable counterbalances so that monopolization of some units can be contained, such that in vanilla Generals China, overlords with speakers and gattling cannons were almost hardendly impossible to be taken care off since they can break through without any significant effort. While I was playing starcraft, I noticed that ghosts can shut down large ships or mechanical units and then to be targeted so that very heavy attack tactic could be decisively taken. Likewise dark templars do a stealth hefty job of sabotaging large regiments. Every unit available in that game was important and capable of performing different tactics, so that the player should not rely on only one kind of unit?
Starcraft's counter system works differently than Command and Conquer's, the former uses hard-counters for everything, which means very little in terms of flexibility, while the latter uses mostly soft-counters, which offers more flexibility but is also harder to balance. ROTR has more hard-counters but, as it's a CnC mod, still mostly runs on soft counters. Due to this difference, units simply behave differently and the focus is more about individual player styles and figuring out what you want to use, NOT the kind of "One unit will always win, therefore you MUST build it" philosophy of Starcraft.
QUOTE (MARVEN @ 26 Nov 2016, 18:05)
2. Is the infantry crushible a deficiency in part of infantry units since an armoured support can easily take care of them by crushing annoying pests. So the player would mostly rely on heavy uncrushible infantry available and armoured units and not considering other infantry with reason of being crushed. When I played age of empires ii cavalry acted just like tanks but infantry can tackle with them and there was no issue of them to be obliterated quickly?
There's a difference between horse cavalry and a huge box of metal, right? Of course there is.
As it stands, crushable infantry would actually be done away with entirely if it didn't horribly clash with established gameplay as it's kinda silly that infantry don't go out of the way (they actually did that in earlier CnC games). This is why ROTR features things like uncrushable infantry in big armour, teams of infantry that cannot be crushed, infantry with huge weapons that cannot be crushed etc, but for balance sake those are mostly found in the later stages of a match.
QUOTE (MARVEN @ 26 Nov 2016, 18:05)
3. Will the descriptions of units be thoroughly detailed in terms of use and disadvantages so that counter acting units can be easily mustered to turn the tables in face of massive brutes or agile hit and run units?
Yes, on an eventual proper Wiki. In-game, listing the essential stats is more than enough and in fact all that CAN be done due to rather limited space of the GUI description box (at least it scales vertically). You don't have the time to read the big box for every unit every time, anyway.